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Syncing Konis spells

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Graham Northup 3 years ago
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Signed by untrusted user: grissess GPG Key ID: 5D000E6F539376FB
  1. 13
      Spells/bigbys_hand.txt
  2. 32
      Spells/depolymorph.txt
  3. 13
      Spells/despell.txt
  4. 7
      Spells/elemental_curse.txt
  5. 28
      Spells/enrage.txt
  6. 11
      Spells/movement_bind.txt
  7. 25
      Spells/wingbind.txt

13
Spells/bigbys_hand.txt

@ -0,0 +1,13 @@
Bigby's Hand
------------
As in the 5e PHB, but with the following erratum:
At higher levels: Add 1 to the STR score of the hand for each level cast above the 5th. At the 7th level, the grasping hand has advantage against creatures of size Large or smaller; at 9th level, it has advantage against Huge or smaller.
Mechanics
---------
At the 9th level, this makes the STR score of the hand 30 (+10 mod). This is a fair contest with the strongest monsters in the game.
These modifications are intended to bring a high-level cast of the spell close to the mechanics of the Iron Bands of Bilarro/Binding.

32
Spells/depolymorph.txt

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Depolymorph
-----------
Kind: Abjuration 5
Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes
Lists: Wizard, Sorcerer, Druid
Target one creature you can touch; if that creature is unwilling, you must succeed on a touch attack against it, and it must fail a CHA save--otherwise, the cast and spell slot are wasted, and no effect occurs. You know whether or not the creature succeeded or failed on the save (or was willing).
If the creature you touch is polymorphed by means of Shapechange or Polymorph, or an ability that confers similar behavior, the creature immediately reverts to its true form, and that spell, if any, ends. A creature under the effect of True Polymorph can also be targeted, but only for the duration of that spell--once the transformation becomes permanent, its true form is set.
Regardless of whether or not the creature was shapechanged at the time, the creature cannot change form for the duration of this spell, by any means short of a Wish.
At higher levels:
- 6th: the duration is 1 day.
- 7th: the duration is 30 days.
- 8th: the duration is 180 days.
- 9th: the duration is "until dispelled", which can only be done by Dispel Magic cast at the 9th level.
Multiple casts do not extend the duration from the end of the previous effect; the effect remains until the latest cast's duration ends. Casting Dispel Magic at the 9th level, in addition to removing the effect of any 9th-level casts, also removes any other effects of this spell, so long as this effect is targeted.
Mechanics
---------
This spell has never seen use, so beware the balance.
Note that Dispel Magic can do the same thing, but the check is different (you make a check with your spellcasting ability, DC 10 + the spells level--since most of these spells are 9th level, and the lowest is 7th, that can be tricky if your spellcasting mod is low). The biggest thing this spell brings to the table is the ability to "lock out" an innate shapechanger, who could otherwise just expend their action changing shape again on their next turn (unless you already have them incapacitated). That's a small difference in combat--shape changing consumes an action and gives tempo to the other parties--but it can be very important if you plan on, e.g., capturing a shapechanger.
Having an innate shapeshifter targeted by this spell at the 9th level (and thus utterly unable to change shape--most monsters with this ability don't have access to 9th level spell slots) might be good world-building fodder. (If one of them does have 9th level spell slots, consider throwing one of the leaded restraints in, too, if you're feeling particularly cruel.)

13
Spells/despell.txt

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Despell
-------
Kind: Abjuration 5
Time: 1 action
Range: 30'
Components: V, S, M (an item that would qualify as an arcane focus)
Duration: Instantaneous
Lists: Wizard, Sorcerer
Target one creature within range that you can see. If that creature fails a WIS save, it loses 1d4 unexpended spell slots, choosing the highest level unexpended slot each time. You gain half as many slots (rounded down), starting from your lowest level expended slot, if you have any expended slots.
At higher levels: add 1d4 further spell slots lost for each level this spell is cast above the 5th.

7
Spells/elemental_curse.txt

@ -23,3 +23,10 @@ While the target is cursed, and when the target drops to 0 hit points or would b
- The target gains 500 temporary hit points and, for the duration, is immune to the elemental damage it evokes and resistant to psychic damage. The target is immune to any effect which would charm it or put it to sleep.
The effect continues for 10d4 rounds, 2d4+3 rounds after the target can no longer perceive anything living, or when the target drops to 0 hit points while under this effect (as long as it does not immediately die). When it ends, the target loses all temporary hit points and falls unconscious, but stable, with 1 hit point.
Mechanics
---------
Mortals should never cast this spell. The entire reason for authorship was for Velos, son of Kyren, who was so cursed for...reasons.
Essentially, the cursed creature is a time bomb. The offensive use of this weapon is mind-boggling, both in power and in cruelty--you need to (try to) kill your "bomb" every time you use it.

28
Spells/enrage.txt

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Enrage
------
Kind: Enchantment 8
Time: 1 action
Range: 60'
Components: V, S, M (a corked vial with a bitter, astringent, pungent liquid)
Duration: Concentration, up to 10 minutes
You create a cube, no larger than 30' on a side, originating from a point within range that you can see. A light, reddish, non-obscuring mist appears in this area for the duration, and the creatures within are compelled to aggression.
Any creature in the area when you cast this spell, or starting its turn within the area, must make a WIS SAV. On failure, the creature becomes Enraged. [An Enraged creature uses all of its capabilities to attack and do the most damage to one or more nearby conscious creatures, starting with the closest, regardless of alliance or reason.] An Enraged creature repeats the saving throw at the end of each of its turns. On pass, the effect (if any) ends, and that creature cannot be affected by your casting of this spell for the next 24 hours.
The caster, and up to 4 creatures the caster designates at the time of casting, are immune to this effect.
A moderate or greater wind (at least 10mph) disperses the fog, after which no creatures can be newly affected by entering the area. Ongoing effects still continue until saved against, or the spell ends.
At higher levels: casting at 9th level changes:
- the Range to 120';
- the maximum cube size to 60';
- the number of other unaffected creatures to 8;
- the required wind to a strong wind (at least 20mph);
- the WIS SAV DC to your SDC + 5.
Mechanics
---------
This spell came to me in a dream. Without too much spoiling, it's likely firmly grounded in (at the time of this writing) a very solidifed mechanic for C4.

11
Spells/movement_bind.txt

@ -9,6 +9,15 @@ Duration: Concentration, up to 1 hour
You target one creature you can touch; if the target is unwilling, it must make a WIS save against your spellcasting DC.
On a failed save, or if the creature is willing: for the duration, the creature's entire movement over a given round is limited by the maximum natural speed granted by its race (ground speed, fly speed, swim speed, burrow speed, etc.), plus the Unarmored Movement granted by Monk level, if applicable. The effective range of all spell effects which induce motion (such as Teleport, Dimension Door, Misty Step, etc.) also becomes so limited, and the target is unable to shift planes.
On a failed save, or if the creature is willing: for the duration, the creature's entire movement over a given round is limited by the maximum natural speed granted by its race (ground speed, fly speed, swim speed, burrow speed, etc.), plus the Unarmored Movement granted by Monk level and/or Fast Movement granted by Barbarian Level, if applicable. The effective range of all spell effects which induce motion (such as Teleport, Dimension Door, Misty Step, etc.) also becomes so limited, and the target is unable to shift planes.
At higher levels: add +5 to the WIS save DC for each level beyond the 5th for which the spell is cast.
Mechanics
---------
This is the first spell I wrote for the campaign. It was mostly designed to defeat Aust's Eldritch Constitution (having at-will Teleport), but it could come in handy in other situations--mostly anyone or anything which can annoyingly Dimension Door, Misty Step, Plane Shift, etc..
It notably does not work to slow down, e.g., a dragon which is able to outrun/outfly you. Use Slow for that. The effect of both would be quite powerful, if needed. If a fly speed of 40' is still too fast for you, consider Wingbind (Draconomicon: the Book of Dragons, p. 81--a custom 5e port is included in this distribution).
I credit Anthony M. with the idea for this spell--especially since it gave me the motivation to start making spells for this campaign.

25
Spells/wingbind.txt

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Wingbind
--------
Kind: Evocation 4
Time: 1 action
Range: 30'
Components: V, S, M (a thin, fibrous gem strand, as fiberglass)
Duration: 10 minutes
You target one creature within range that you can see; if the target is unwilling, it must make a DEX SAV against your spellcasting DC.
On a failed save, or if the creature is willing: a loose weave of magical force entangles the creature. For the duration, the creature has disadvantage on attack rolls, its walk speed is halved, and all other speeds are set to 0'. If the creature was flying, it falls immediately; if it was swimming, it may either buoy or sink.
(Creatures so entangled often appear to be struggling against such invisible force, and may trip or falter on them. Creatures with large, clumsy limbs, especially the wings of true dragons, cannot unfurl them for the duration.)
The weave is made of rugged magical force, similar in many ways to the substance of a Wall of Force: it is immune to all damage, cannot be burst with any STR check, immune to most spell effects, and cannot be dispelled. Disintegration, however, immediately destroys it.
At higher levels: Add +5 to the DEX SAV DC for each level beyond the 4th for which this spell is cast. Additionally, the duration increases at 6th level (1 hour) and 8th level (8 hours).
Mechanics
---------
This is almost a direct translation of Wingbind from "Draconomicon: the Book of Dragons" (3.5e material), modified to use 5e statistics and terminology. It was imported mostly due to the note in Movement Bind (see).
This is entirely intended to deal with large winged beasts--dragons come to mind (and, in the Forgotten Realms, especially 3.5e material, some dragons have been known to use this against each other--see Arauthator, "Old White Death", in the Wyrms of the North series, though the spell cited there has still different wording). This, in combination with Slow, is likely to be devastating.
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